LightSick.shader 1.1 KB

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  1. Shader "Unlit/LightSick"
  2. {
  3. Properties
  4. {
  5. _MainTex ("Texture", 2D) = "white" {}
  6. [HDR]_Color ("Color", Color) = (0,0,0)
  7. }
  8. SubShader
  9. {
  10. Tags { "RenderType"="Opaque" }
  11. Pass
  12. {
  13. CGPROGRAM
  14. #pragma vertex vert
  15. #pragma fragment frag
  16. #include "UnityCG.cginc"
  17. struct appdata
  18. {
  19. float4 vertex : POSITION;
  20. float2 uv : TEXCOORD0;
  21. };
  22. struct v2f
  23. {
  24. float2 uv : TEXCOORD0;
  25. float4 vertex : SV_POSITION;
  26. };
  27. sampler2D _MainTex;
  28. float4 _MainTex_ST;
  29. float4 _Color;
  30. v2f vert (appdata v)
  31. {
  32. v2f o;
  33. o.vertex = UnityObjectToClipPos(v.vertex);
  34. o.uv = TRANSFORM_TEX(v.uv, _MainTex);
  35. return o;
  36. }
  37. float4 frag (v2f i) : SV_Target
  38. {
  39. return _Color;
  40. }
  41. ENDCG
  42. }
  43. }
  44. }